Player movement smoothing techniques (besides lerping). I'm not sure lerping is a viable smoothing technique. When I have tried using it in the past, it gives an "ice skating" effect, which isn't good for humanoid type characters. I would like to see more about interpolate and extrapolate options (such as with PhotonTransformView).

i have tried NetworkStarter.zip project and i can only connect with 1 client, the second wont even connect console debug wont throw any errors,
even raising the max players setting on lobby manager still wont let you connect a secon dplayer.

I hate to say this but like erebell55 said in the post above the demos are quite disappointing, seems that it is not working for anyone, unless we are missing some steps like saying a magic word before clicking play?

I can launch Network Starter, I built the game and launched it twice. Host with the first and join with the second. Eveything is fine, movement are the same on the two instances of the game BUT the boxes are not at the same place in each games.

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I can launch Network Starter, I built the game and launched it twice. Host with the first and join with the second. Eveything is fine, movement are the same on the two instances of the game BUT the boxes are not at the same place in each games.

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The NetworkStart projects uses the NetworkProximityChecker on the boxes. So players can only see boxes that are near them.

Invaders seems to have some pretty major bugs. Everything looks fine on the Server instance, but the client is totally broken, with the enemies scrolling off-screen and the players ship wildly flying all over the place.

I'm having trouble using Match maker on Android (both with these example projects and otherwise).

I loaded up 2dshooter and gave it my Cloud Project Id in the PlayerSettings. If I load the start.unity, run it, click Enable Match Maker, click Create Internet Match, I get success JSON response on the log and the game begins.

However, if I switch to Android platform, build it up, run it, do the same sequence as above, after clicking Create Internet Match I end up with:

Yeah. I'm currently connecting Editor, Android and WP8 over the internet using the match maker.

Edit: take the 2dshooter project posted above, input your Cloud Project Id (Edit -> project settings -> player) and you should be able to connect multiple desktop clients to each other over the Match maker.

Hey everyone, I was wondering if anyone knows of a live-chat (IRC etc.) community where people can share their bugs and experiences with UNET? (specifically for UNET and nothing else). For example, I just discovered that upgrading from 5.1.1p1 → 5.1.1p2 was the reason my editor was crashing when trying to use the free-tier match-making system.

Hey everyone, I was wondering if anyone knows of a live-chat (IRC etc.) community where people can share their bugs and experiences with UNET? (specifically for UNET and nothing else). For example, I just discovered that upgrading from 5.1.1p1 → 5.1.1p2 was the reason my editor was crashing when trying to use the free-tier match-making system.

Thanks!

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FYI there is an IRC channel now on irc.freenode.net (#unity3d-unet). Also, some shared resources are gathered here:https://goo.gl/UmBBpM

At least someone should tell that this is a bug which will be fixed. Or... this problem is an issue about settings or needs an additional thing to do. No one confirms that this online matchmaking is working in webplayer or in multiple PC :S It's only working on editor.

Is there an example for controlling a prefab from two players. For example, I have a driver and gunner and I want the driver to own control of the driver vehicle prefab's movement but I would like to gunner to update vehicle's turret. Right now I have the gunner using one prefab setup with turret controls and the driver uses a different prefab setup with steering controls.

Since I switched from using the old GUI, to the new GUI system (as used in the NetworkStarter project), The client-player in never instantiated when the game starts. Also, ClientRPC calls are no longer being called on the server. Any ideas here?

Since I switched from using the old GUI, to the new GUI system (as used in the NetworkStarter project), The client-player in never instantiated when the game starts. Also, ClientRPC calls are no longer being called on the server. Any ideas here?

The ball sample demonstrates the problem I'm having... desync. Are there any projects that are in sync? The game I'm working on has grid based continuous movements and even minor desync is incredibly noticeable.

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2d shooter also has very noticeable desync issues. When a client thrusts, it hits walls first on the server so the client rebounds against nothing.

NetworkTransform is pretty useless component. For example there is no way to reach smooth movement with Character Controller. Is it really that hard to provide us with nice and smooth solution, not this jerking bullshit?

NetworkTransform is pretty useless component. For example there is no way to reach smooth movement with Character Controller. Is it really that hard to provide us with nice and smooth solution, not this jerking bullshit?

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I was going to come back here today and say I solved the issue. I removed the NetworkTransform and synced things manually with Rpc functions. It uses less network traffic and ends up with way better results lol.

NetworkTransform is pretty useless component. For example there is no way to reach smooth movement with Character Controller. Is it really that hard to provide us with nice and smooth solution, not this jerking bullshit?

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You can write your own class using almost the same code as the one you see in NetworkTransform, but with your own interpolation in Update. I did it because it currently has no interpolation for SyncTransform, but you can use it as example for your own needs.

It also serializes some other stuff unrelated to movement (navagent's destination) and has a few other lines that will be useless to your project, but you can just cut them out.

Attached Files:

@Glabrezu that's an interesting idea. The issue for me is that interpolation does not look correct in a grid based game It causes people to sometimes move diagonally when they should only move in 4 directions.Having an rpc update input and position has the least noticeable desync for grid based movements.

When I can go back to physics based movements I'll see if networktransform has improved. The issue I saw with all of these demos is that if you take the client and go towards a wall, it always hits the wall first on the server so your client bounces off of nothing. If it's that easy to desync then it's not good

Hi! I am trying to modify the lobby example file for my game project lobby system.. everything looks fine and working okay.. but for some reason, the host can see all the clients player game objects but the clients only see themselves and the host ..not each other.. please help !

UNET still working for me in 5.1.3f1, maybe something got deprecated in the example?

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Could be. But I'm getting similar problem after updating to newer version.
To be precise I'm getting error described here . First I got it in my project. Then I decided to check if this problem exists in sample projects.
Too bad there is no fully functional example from unity. I mean client side prediction and server-client reconciliation.

Could be. But I'm getting similar problem after updating to newer version.
To be precise I'm getting error described here . First I got it in my project. Then I decided to check if this problem exists in sample projects.
Too bad there is no fully functional example from unity. I mean client side prediction and server-client reconciliation.

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What functions are you using? I am able to use syncvars, hooks, client rpcs and commands without issue. That's all I'm really making use of. The built in stuff for other things, like network transform, is way to buggy even in 'stable' versions of unity.

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